Twas the week before Christmas and all through the house...Hey folks here is our holiday special (free) scenario. It appears that a local gift giver has had his magical sleigh taken by some drunken Elves in his employ. Their associates have requested you retrieve the item before the owner discovers it is missing! This adventure setting was designed for 5th Edition AND AD&D for the Filbar Campaign, for a quartet of 2nd level character. This one page-ish offering was designed for our friends at Murder Hobo Inc (@mhoboinc).
A City on the Brink of War Missing for decades, the Crown of Neverwinter, symbol of the former ruling family, has emerged at last. Yet not all are pleased with the crown's reappearance. Beset by rebels and plaguechanged, Lord Dagult Neverember must hire a group of adventurers to track down the so-called Lost Heir and discover his intentions for the city. The stakes are no less than the lives of the citizens of Neverwinter, for if the heroes fail, Neverwinter seems doomed to descend into civil war.
A Star-Crossed Tragedy. When the party is hired to investigate a haunted castle, they’re drawn into a tale of hatred, love and betrayal stretching back more then 300 years. Will they be able to free the ghosts haunting Arevon Castle, or will they find themselves just another footnote in its long history of misery?
Old hatreds die hard, but sometimes it is necessary to set aside petty, personal disagreements for the greater good. The hag, Jeny Greenteeth, is wise and may prove instrumental in the troubles that lay ahead. Your task will not be easy, however; the dark forces of Barovia have agents everywhere, and eyes from beyond the grave no doubt watch your every move. Part Six of Misty Fortunes and Absent Hearts.
In a small hamlet, things are strangely becoming tidy in the night. Far from being pleased, the citizens are alarmed by these events. A local painter has gone missing, as has a travelling scholar. What is going on here?
A dark and grievous peril has befallen the peaceful free-village of Peppermint as the forces of undeath raised by Senerith Wildblossom, ravage the land. An eon ago he was a proud elven healer of great renown in Duskwood Dell, that has been reduced to a mere husk of his former self, becoming a manifestation of pure evil, intent on wreaking havoc and mayhem to all the living – a Zombie Lord. The players are called to assist Peppermint village and investigate the nearby woodcutting hamlet of Snakewood. The hamlet has been destroyed by the despicable zombie lord, and his forces are now underway to attacking Peppermint too! The players will have to travel to Snakewood hamlet as well as what used to be Duskwood Dell, and then make a mad rush against time while also carrying an injured Halfling, to warn and defend the unsuspecting villagers.
Deep blue mists of the night swirl over the sands of Raurin, the incomparable Desert of Dust. As the cool night air drains the heat from the sand, you and your friends huddle around your campfire, glancing nervously at the giant pyramid in the distance. Gradually, the winds change direction, bearing a thin streak of white mist toward you from the pyramid. It swirls and takes shape as a faceless man dressed in ancient robes and an ornate head-piece; moonlight shining through his ghostly body and robes, he lifts his arms toward the pyramid and speaks. It was magic that conveyed you all to Bralizar, and an ancient map that guided you through the pass in The Dustwall. But it was, after all, the tales that finally brought you to this place - tales of endless wealth, of spirit-guarded pyramids, of crystalline obelisks, of gemstones with mysterious properties. Now, as the haunted voice of the spectre before you begins his tale, you wonder if the treasure and the quest are worth the price...perhaps your very lives. Are you really the heroes of the prophecies, those who will overcome the foretold tests, and those for whom the treasure awaits? It is time to search your hearts before you venture further into the Desert of Desolation. An epic adventure includes the revised Desert of Desolation series plus totally new adventures within Raurin, a desert wilderness set in the Fabulous Forgotten Realms TSR 9199
I am the Set Rahotep No man was more potent when I was amongst those dwelling in the land of Khemit. In death I am greater still! Do you not fear serpents? I am the Aepep Rahotep! Who does not tremble before the monsters of the Duat? I am one! Does your flesh not crawl at the sight of a terrible wyrm? I am the Deathwyrm Rahotep! Does your blood run cold before the face of a fiend? Know then that I am Rahotep the Fiend! Who shuns not demons? Shun me, for I am the demon Rahotep, the Red Devil. And which fool listens? That one is wise! Praise Set and the Set Rahotep, that one, and pity the rest! An Epic Adventure and Sourcebook Gary Gygax's Necropolis is a vast campaign scenario that sweeps the characters into an epic adventure across the magical desert kingdom of Khemit. From a hidden evil in a desert village, to the secrets of ancient tombs, Necropolis takes the characters on a dangerous mission to thwart the plans of an undying archpriest-wizard who would be a god! Necropolis is also a campaign sourcebook, detailing the lands of Khemit, new classes and prestige classes, new spells and more than 60 monsters unique to the desert lands. This book also details over 50 new gods and new cleric domains, allowing DMs to run extended campaigns in the desert kingdom.
The time has come to fight back against Hillsfar. Elanil Elassidil tasks you with uncovering valuable information to be used in a strike against the leader of Hillsfar, First Lord Torin Nomerthal himself. The only problem is that what you need is protected within the walls of the city.
A quest to aid the Knights of the North, who have been overrun by a tribe of orcs, results in a group of 1st level characters learning everything there is to know about the basics of Dungeons and Dragons. This low-level adventure will use EVERY saving throw, ability score check and skill check, and goes over conditions, environments and different actions a player can make in combat.
Someone has "borrowed" a cleric, and without him, the fabled King's Festival cannot go on. Unfortunately, it looks like the orcs have him, and your characters must rescue him. A great learning adventure, King's Festival provides players and DMs with a valuable introduction to fantasy role-playing in the land of Karameikos. Full of helpful hints for the players and the DM, this module also provides a full dose of excitement! Orcs, carrion crawlers, and villains challenge the characters' fighting skills, and a host of traps and puzzles confound their wits! TSR 9260
In the hills near the Sword Coast is an old, abandoned temple to the goddess Mystra. A young halfling wizard named Raoul Footpad finds the abandoned temple and converts it into a laboratory. One day, Raoul returns home to the village of Prairiedale, only to find his parents gravely ill. With few options for their recovery, Raoul becomes obsessed with creating a magic spell to cure them. He and his assistant work feverishly to find the right magic, but instead they release calamity upon this portion of the world. Raoul is transformed into a hideous monster, and undead now inhabit the laboratory. 𝐍𝐞𝐞𝐝 𝐭𝐨 𝐠𝐞𝐭 𝐲𝐨𝐮𝐫 𝐩𝐥𝐚𝐲𝐞𝐫 𝐜𝐡𝐚𝐫𝐚𝐜𝐭𝐞𝐫𝐬 𝐭𝐨 𝐚 𝐡𝐢𝐠𝐡𝐞𝐫 𝐥𝐞𝐯𝐞𝐥 𝐛𝐞𝐟𝐨𝐫𝐞 𝐛𝐞𝐠𝐢𝐧𝐧𝐢𝐧𝐠 𝐲𝐨𝐮𝐫 𝐧𝐞𝐱𝐭 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞? 𝐖𝐚𝐧𝐭 𝐚 𝐰𝐚𝐲 𝐭𝐨 𝐠𝐞𝐭 𝐬𝐨𝐦𝐞 𝐥𝐨𝐨𝐭 𝐢𝐧𝐭𝐨 𝐭𝐡𝐞 𝐡𝐚𝐧𝐝𝐬 𝐨𝐟 𝐲𝐨𝐮𝐫 𝐩𝐥𝐚𝐲𝐞𝐫𝐬 𝐛𝐞𝐟𝐨𝐫𝐞 𝐭𝐡𝐞𝐲 𝐬𝐭𝐚𝐫𝐭 𝐲𝐞𝐭 𝐚𝐧𝐨𝐭𝐡𝐞𝐫 𝐥𝐨𝐧𝐠 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞? 𝐎𝐫 𝐝𝐨 𝐲𝐨𝐮 𝐣𝐮𝐬𝐭 𝐧𝐞𝐞𝐝 𝐚 𝐥𝐢𝐭𝐭𝐥𝐞 𝐦𝐨𝐫𝐞 𝐜𝐨𝐧𝐭𝐞𝐧𝐭 𝐢𝐧 𝐭𝐡𝐞 𝐜𝐚𝐦𝐩𝐚𝐢𝐠𝐧 𝐲𝐨𝐮 𝐚𝐥𝐫𝐞𝐚𝐝𝐲 𝐡𝐚𝐯𝐞 𝐠𝐨𝐢𝐧𝐠? 𝐓𝐡𝐞𝐧 𝐒𝐰𝐨𝐫𝐝 𝐂𝐨𝐚𝐬𝐭 𝐒𝐢𝐝𝐞 𝐐𝐮𝐞𝐬𝐭𝐬 𝐢𝐬 𝐟𝐨𝐫 𝐲𝐨𝐮! This adventure also features a new creature: The Greater Nothic! This adventure module is meant to assist the DM with providing content to their players. This adventure is intended to run in the Forgotten Realms Campaign Setting, but it can be compatible with any campaign setting, especially Ravenloft. This module is intended for 4 to 6 players, 3rd level characters.
The adventurers are tasked with rescuing a group of heroes who vanished in the pearlescent fortress that manifested on the border between the Kroth Magg kingdom and the Varkonin empire in the Steppes of Thar.
Welcome to Pentapolis, where a wondrous tale of urban adventure is about to unfold. Our story begins with a terrible plague taking hold of the city. The streets are filled with death, the people in confusion, and nothing seems to be helping. Characters are called to aid the city but what starts as a simple mission becomes one that will entangle the characters in a bitter conflict between law, religion, the shady underworld, and ancient powers thought to have been destroyed. The Plague of Pentapolis is a Dungeons & Dragons adventure designed for four to five (though one or two more is ok) characters starting at 1st level. By the end of the story, the characters should be at least 17th level. Additional and earlier levels may be gained by those who are bold enough to seek them.
The world in which the air sailors still travel is a shrinking one, where each death is knowledge lost that will likely never be regained. There should be a sadness about that that penetrates all things in the Gun Kingdoms setting. The era of magic is coming to an end, and with it will go the skyships. This adventure is formatted to both 1E & 5E gaming rules.
Few are the wizards that seek to prolong their lives with dark rituals and foul magic to become the powerful undead beings called liches. But far fewer are those that seek to undo what necromancy what done and take back their lives after initiation to lichdom. Balipur is one of those few. Turned to a vassalich by the darklord Azalin against his will for impersonating him, Balipur, after Azalin's departure at the destruction of Il Aluk, seeks to imitate his former master's Grim Harvest project, inverted, in a smaller scale to forge a soul from the lives of other men.
The Well of Souls. . . That's what Zugzul babe the Afridhi call the evil artifact that he had taught them to make. They must call it the Well of Souls, and they must carry it before them into every battle? and they would be mighty. Thus said the god of the Afridhi, Zugzul the One. So the Afridhi did as they were bade. Seeking the volcano called the Hill of the Hammer in the far Barrens of Karsh, they built in its heart a great forge. There, as Zugzul had promised, efreet came to help them make the mighty artifact. There, amid vile, unholy rites, they bound the souls of men into its very substance, and, for the red-handed work that must surely follow hard upon its completion. Many were the men who guarded the Hill of the Hammer during the days of making? for their foes in hated Blackmoor would try to unmake that which they had wrought. Yet, it was not men that would keep the Well of Souls from destruction, but a prophecy? that the artifact would be unmade only by the hand of one as yet unborn! TSR 9205
After successfully protecting the crown in Part 1, the city council asks you to find and stop the demonic force infecting the thieves guild. Continuation from part 1 found in Polyhedron #22 Pgs. 13-20
A medium sized city is perfect for adventurers who are adventuring in or near a large plains environment where natives/barbarians can be found. Landos is set in a vast plains where natives simliar to American Indians would be from. The city itself is seeking to "civilize" itself by giving more space to upscale businesses as the native population moves back out to the plains. Landos is run by the Caravan Masters who are responsible for trade throughout the civilized lands. See also F6 - Euriduis of Santos. Landos is also the setting for the murder mystery Butchery of the Geldamore.
It begins in the marketplace or main square of a town when the calm, peaceful day is interrupted by a hulking golem trouncing through town, smashing objects, and attacking townsfolk. The party witnessing this should intervene and stop the rampaging golem with combat or by luring it into a nearby warehouse to trap it so it can be damaged and, eventually, destroyed by the town guards. When the party examines the golem’s remains, they find bones encased in the metal armor and the name 'Quartztoil' written in gnomish script. The town guard explain that this is the eighth construct they have encountered in the area in the past six months. The party can then go on to investigate the name 'Quartztoil', leading them to learn of an old, gnomish, aspiring artificer, Penaral Quartztoil, who had a lab and workshop in a tower in the nearby mountains, but who has not been heard from for close to a century. Published by Nord Games